default search action
CIG 2014: Dortmund, Germany
- 2014 IEEE Conference on Computational Intelligence and Games, CIG 2014, Dortmund, Germany, August 26-29, 2014. IEEE 2014, ISBN 978-1-4799-3546-8
- Daniel A. Ashlock, Cameron McGuinness:
Automatic generation of fantasy role-playing modules. 1-8 - Shaun Bangay, Owen Makin:
Generating an attribute space for analyzing balance in single unit RTS game combat. 1-8 - Spyridon Samothrakis, Samuel A. Roberts, Diego Perez Liebana, Simon M. Lucas:
Rolling horizon methods for games with continuous states and actions. 1-8 - Marc Lanctot, Mark H. M. Winands, Tom Pepels, Nathan R. Sturtevant:
Monte Carlo Tree Search with heuristic evaluations using implicit minimax backups. 1-8 - Trevor Sarratt, David V. Pynadath, Arnav Jhala:
Converging to a player model in Monte-Carlo Tree Search. 1-7 - Jonathan Tremblay, Pedro Andrade Torres, Clark Verbrugge:
An algorithmic approach to analyzing combat and stealth games. 1-8 - Markus Guhe, Alex Lascarides:
Game strategies for The Settlers of Catan. 1-8 - Philip Rodgers, John Levine:
An investigation into 2048 AI strategies. 1-2 - Scott Watson, Wolfgang Banzhaf, Andrew Vardy:
Automated design for playability in computer game agents. 1-8 - Sheng-Yi Hsu, Julian Togelius, Chung-tsai Sun:
Towards market seller modeling in World of Warcraft. 1-2 - Nicolas A. Barriga, Marius Stanescu, Michael Buro:
Parallel UCT search on GPUs. 1-7 - Hyun-Tae Kim, Kyung-Joong Kim:
Learning to recommend game contents for real-time strategy gamers. 1-8 - Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis:
Evolving personas for player decision modeling. 1-8 - Antonios Liapis, Georgios N. Yannakakis, Julian Togelius:
Designer modeling for Sentient Sketchbook. 1-8 - Ibrahim M. Mahmoud, Lianchao Li, Dieter Wloka, Mostafa Z. Ali:
Believable NPCs in serious games: HTN planning approach based on visual perception. 1-8 - Luciano Gualà, Stefano Leucci, Emanuele Natale:
Bejeweled, Candy Crush and other match-three games are (NP-)hard. 1-8 - Swen E. Gaudl, Joanna J. Bryson:
Extended ramp goal module: Low-cost behaviour arbitration for real-time controllers based on biological models of dopamine cells. 1-8 - Joan Marc Llargues Asensio, Juan Peralta Donate, Paulo Cortez:
Evolving Artificial Neural Networks applied to generate virtual characters. 1-5 - Nick Sephton, Peter I. Cowling, Edward Jack Powley, Nicholas H. Slaven:
Heuristic move pruning in Monte Carlo Tree Search for the strategic card game Lords of War. 1-7 - Hyun-Soo Park, Kyung-Joong Kim:
Learning to play fighting game using massive play data. 1-2 - Fabian Hadiji, Rafet Sifa, Anders Drachen, Christian Thurau, Kristian Kersting, Christian Bauckhage:
Predicting player churn in the wild. 1-8 - Markus Thill, Samineh Bagheri, Patrick Koch, Wolfgang Konen:
Temporal difference learning with eligibility traces for the game connect four. 1-8 - Jayden Ivanovic, Fabio Zambetta, Xiaodong Li, Jessica Rivera-Villicana:
Reinforcement learning to control a commander for capture the flag. 1-8 - Niels Justesen, Balint Tillman, Julian Togelius, Sebastian Risi:
Script- and cluster-based UCT for StarCraft. 1-8 - Lucas Ferreira, Claudio Fabiano Motta Toledo:
A search-based approach for generating Angry Birds levels. 1-8 - Siming Liu, Sushil J. Louis, Christopher A. Ballinger:
Evolving effective micro behaviors in RTS game. 1-8 - Kaito Yamamoto, Syunsuke Mizuno, Chun Yin Chu, Ruck Thawonmas:
Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator. 1-5 - Roman Garnett, Thomas Gärtner, Timothy Ellersiek, Eyjolfur Gudmondsson, Petur Oskarsson:
Predicting unexpected influxes of players in EVE online. 1-8 - Jeffrey Tsang:
Applying fingerprint multilateration to population dynamics in Prisoner's Dilemma simulations. 1-8 - Vanus Vachiratamporn, Koichi Moriyama, Ken-ichi Fukui, Masayuki Numao:
An implementation of affective adaptation in survival horror games. 1-8 - Steve Dahlskog, Julian Togelius:
A multi-level level generator. 1-8 - David Lupien St-Pierre, Olivier Teytaud:
The Nash and the bandit approaches for adversarial portfolios. 1-7 - Marcin Grzegorz Szubert, Wojciech Jaskowski:
Temporal difference learning of N-tuple networks for the game 2048. 1-8 - Gabriella A. B. Barros, Julian Togelius:
Exploring a large space of small games. 1-2 - Michael A. Leece, Arnav Jhala:
Opponent state modeling in RTS games with limited information using Markov random fields. 1-7 - José María Peña Sánchez, Javier Viedma, Santiago Muelas, Antonio LaTorre, Luís Peña:
Designer-driven 3D buildings generated using Variable Neighborhood Search. 1-8 - Markus Guhe, Alex Lascarides:
The effectiveness of persuasion in The Settlers of Catan. 1-8 - Pier Luca Lanzi, Daniele Loiacono, Riccardo Stucchi:
Evolving maps for match balancing in first person shooters. 1-8 - Rafet Sifa, Christian Bauckhage, Anders Drachen:
The Playtime Principle: Large-scale cross-games interest modeling. 1-8 - Tom Vodopivec, Branko Ster:
Enhancing upper confidence bounds for trees with temporal difference values. 1-8 - William Cachia, Luke Aquilina, Héctor Pérez Martínez, Georgios N. Yannakakis:
Procedural generation of music-guided weapons. 1-2 - Mateusz Bialas, Shoshannah Tekofsky, Pieter Spronck:
Cultural influences on play style. 1-7 - Daniel Scales, Tommy Thompson:
SpelunkBots API - An AI toolset for Spelunky. 1-8 - Mandy J. W. Tak, Marc Lanctot, Mark H. M. Winands:
Monte Carlo Tree Search variants for simultaneous move games. 1-8 - Sylvain Labranche, Nicolas Sola, Sophie Callies, Eric Beaudry:
Using partial satisfaction planning to automatically select NPCs' goals and generate plans in a simulation game. 1-8 - Mike Preuss, Antonios Liapis, Julian Togelius:
Searching for good and diverse game levels. 1-8 - Chong-U Lim, D. Fox Harrell:
An approach to general videogame evaluation and automatic generation using a description language. 1-8 - Jiaojian Wang, Olana Missura:
Racing tracks improvisation. 1-8 - Philip L. Lopes, Antonios Liapis, Georgios N. Yannakakis:
The C2create authoring tool: Fostering creativity via game asset creation. 1-2 - Sam Devlin, Peter I. Cowling, Daniel Kudenko, Nikolaos Goumagias, Alberto Nucciarelli, Ignazio Cabras, Kiran Jude Fernandes, Feng Li:
Game intelligence. 1-8 - Jan Quadflieg:
Improvements for the simulated car racing software interface. 1-2 - Julian Runge, Peng Gao, Florent Garcin, Boi Faltings:
Churn prediction for high-value players in casual social games. 1-8 - Garrison W. Greenwood, Phillipa M. Avery:
Does the moran process hinder our understanding of cooperation in human populations? 1-6 - Luca Galli, Pier Luca Lanzi, Daniele Loiacono:
Applying data mining to extract design patterns from Unreal Tournament levels. 1-8 - Maciej Swiechowski, Jacek Mandziuk:
Prolog versus specialized logic inference engine in General Game Playing. 1-8 - Jeffrey Tsang:
Comparing the structure of probabilistic 4- and 8-state finite transducer representations for Prisoner's Dilemma. 1-8 - Wendy Ashlock, Daniel A. Ashlock:
Shaped prisoner's dilemma automata. 1-8 - Christian Bauckhage, Rafet Sifa, Anders Drachen, Christian Thurau, Fabian Hadiji:
Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels. 1-8 - Christopher A. Ballinger, Sushil J. Louis:
Learning robust build-orders from previous opponents with coevolution. 1-8 - Hyun-Tae Kim, Du-Mim Yoon, Kyung-Joong Kim:
Solving Geometry Friends using Monte-Carlo Tree Search with directed graph representation. 1-2 - Diego Perez Liebana, Spyridon Samothrakis, Simon M. Lucas:
Knowledge-based fast evolutionary MCTS for general video game playing. 1-8 - Stefan Edelkamp, Christoph Greulich:
Solving Physical Traveling Salesman Problems with policy adaptation. 1-8 - Maxime Sanselone, Stéphane Sanchez, Cédric Sanza, David Panzoli, Yves Duthen:
Constrained control of non-playing characters using Monte Carlo Tree Search. 1-8 - In-Seok Oh, Ho-Chul Cho, Kyung-Joong Kim:
Imitation learning for combat system in RTS games with application to starcraft. 1-2 - Tobias Graf, Marco Platzner:
Common fate graph patterns in Monte Carlo Tree Search for computer go. 1-8 - Stefan Edelkamp, Erion Plaku:
Multi-goal motion planning with physics-based game engines. 1-8 - Paolo Burelli, Georgios Triantafyllidis, Ioannis Patras:
Non-invasive player experience estimation from body motion and game context. 1-7
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.